152 lines
4.8 KiB
Objective-C
152 lines
4.8 KiB
Objective-C
/**
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* Copyright (c) 2015-present, Facebook, Inc.
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* All rights reserved.
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*
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* This source code is licensed under the BSD-style license found in the
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* LICENSE file in the root directory of this source tree. An additional grant
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* of patent rights can be found in the PATENTS file in the same directory.
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*/
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#import "RCTFrameAnimation.h"
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#import <UIKit/UIKit.h>
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#import <React/RCTConvert.h>
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#import <React/RCTDefines.h>
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#import "RCTAnimationUtils.h"
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#import "RCTValueAnimatedNode.h"
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@interface RCTFrameAnimation ()
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@property (nonatomic, strong) NSNumber *animationId;
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@property (nonatomic, strong) RCTValueAnimatedNode *valueNode;
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@property (nonatomic, assign) BOOL animationHasBegun;
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@property (nonatomic, assign) BOOL animationHasFinished;
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@end
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@implementation RCTFrameAnimation
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{
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NSArray<NSNumber *> *_frames;
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CGFloat _toValue;
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CGFloat _fromValue;
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NSTimeInterval _animationStartTime;
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NSTimeInterval _animationCurrentTime;
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RCTResponseSenderBlock _callback;
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NSInteger _iterations;
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NSInteger _currentLoop;
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}
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- (instancetype)initWithId:(NSNumber *)animationId
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config:(NSDictionary *)config
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forNode:(RCTValueAnimatedNode *)valueNode
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callBack:(nullable RCTResponseSenderBlock)callback;
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{
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if ((self = [super init])) {
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NSNumber *toValue = [RCTConvert NSNumber:config[@"toValue"]] ?: @1;
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NSArray<NSNumber *> *frames = [RCTConvert NSNumberArray:config[@"frames"]];
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NSNumber *iterations = [RCTConvert NSNumber:config[@"iterations"]] ?: @1;
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_animationId = animationId;
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_toValue = toValue.floatValue;
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_fromValue = valueNode.value;
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_valueNode = valueNode;
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_frames = [frames copy];
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_callback = [callback copy];
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_animationHasFinished = iterations.integerValue == 0;
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_iterations = iterations.integerValue;
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_currentLoop = 1;
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}
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return self;
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}
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RCT_NOT_IMPLEMENTED(- (instancetype)init)
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- (void)startAnimation
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{
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_animationStartTime = _animationCurrentTime = -1;
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_animationHasBegun = YES;
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}
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- (void)stopAnimation
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{
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_valueNode = nil;
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if (_callback) {
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_callback(@[@{
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@"finished": @(_animationHasFinished)
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}]);
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}
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}
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- (void)stepAnimationWithTime:(NSTimeInterval)currentTime
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{
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if (!_animationHasBegun || _animationHasFinished || _frames.count == 0) {
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// Animation has not begun or animation has already finished.
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return;
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}
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if (_animationStartTime == -1) {
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_animationStartTime = _animationCurrentTime = currentTime;
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}
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_animationCurrentTime = currentTime;
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NSTimeInterval currentDuration = _animationCurrentTime - _animationStartTime;
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// Determine how many frames have passed since last update.
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// Get index of frames that surround the current interval
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NSUInteger startIndex = floor(currentDuration / RCTSingleFrameInterval);
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NSUInteger nextIndex = startIndex + 1;
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if (nextIndex >= _frames.count) {
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if (_iterations == -1 || _currentLoop < _iterations) {
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// Looping, reset to the first frame value.
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_animationStartTime = currentTime;
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_currentLoop++;
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NSNumber *firstValue = _frames.firstObject;
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[self updateOutputWithFrameOutput:firstValue.doubleValue];
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} else {
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_animationHasFinished = YES;
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// We are at the end of the animation
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// Update value and flag animation has ended.
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NSNumber *finalValue = _frames.lastObject;
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[self updateOutputWithFrameOutput:finalValue.doubleValue];
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}
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return;
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}
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// Do a linear remap of the two frames to safeguard against variable framerates
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NSNumber *fromFrameValue = _frames[startIndex];
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NSNumber *toFrameValue = _frames[nextIndex];
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NSTimeInterval fromInterval = startIndex * RCTSingleFrameInterval;
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NSTimeInterval toInterval = nextIndex * RCTSingleFrameInterval;
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// Interpolate between the individual frames to ensure the animations are
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//smooth and of the proper duration regardless of the framerate.
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CGFloat frameOutput = RCTInterpolateValue(currentDuration,
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fromInterval,
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toInterval,
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fromFrameValue.doubleValue,
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toFrameValue.doubleValue,
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EXTRAPOLATE_TYPE_EXTEND,
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EXTRAPOLATE_TYPE_EXTEND);
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[self updateOutputWithFrameOutput:frameOutput];
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}
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- (void)updateOutputWithFrameOutput:(CGFloat)frameOutput
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{
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CGFloat outputValue = RCTInterpolateValue(frameOutput,
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0,
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1,
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_fromValue,
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_toValue,
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EXTRAPOLATE_TYPE_EXTEND,
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EXTRAPOLATE_TYPE_EXTEND);
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_valueNode.value = outputValue;
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[_valueNode setNeedsUpdate];
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}
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@end
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